I don't mind the mountains that surround the airport, but as shown up above, I don't want my roads,buildings, etc... being above everything, and I don't want a bunch of "holes" where my flattens are. I want everything to stay as they are, just move the whole project to the new location without any "headaches" trying to adjust everything. The flattens and things I can deal with, all I have to do is edit the alt of those, but my roads and other objects, there are just too many of them to have to go in and edit their alts. Not too mention my lakes and things also would have to be fixed. I really would like to move the whole thing to the new location, but if it's going to be a lot of "trouble", I'll leave it where it is.
Bearing in mind you expressed a desire to learn how to do these procedures yourself, I had planned to not do them
for you.
By that I mean:
* I may do tests on my system while implementing a test-of-concept "Hill" that displays properly and is navigable.
* I may post screenshots to be considered as "horizon-expanding material" to explore new options to enhance your project.
And, I
do plan to explain how these things are done, so you can do them your self, on your computer, at your sole discretion.
But, as some procedures may be complex and impractical to complete within- what I understand to be- your 'RPG' event time schedule, in a case of an impeding deadline, I am prepared to link compiled scenery with source code you can use initially; then, if need be, you can learn / edit / output
later.
Conceptually, tasks I mentioned may seem challenging at first glance, or if described verbally; but some are quick and painless.
Source files for BGLComp or SHP2VEC compiled objects, can be edited for Altitude attributes using simple Search-and-Replace.
It is of course your decision how you output your project, but I assure you ...there should be less tiresome 'busy work' ahead.
More to come as I grapple with the terrain data and start some compilers running.
In my approach to scenery building, 'Terra-grappling' precedes 'Terra-forming'.
PS: On the subject of as-yet unresolved CVX vector object mis-alignments, non-closed poly-lines etc. that yield inconsistent rendering, and which have greatly complicated my anticipated time allocation to implement a sloped flatten "Hill" on your 'island', you may wish to review the concepts and workflows used by Jim Vile and Jon Masterson in these tutorials:
https://www.fsdeveloper.com/forum/threads/landclass-visibility-problem.15173/
https://scruffyduck.screenstepslive...-how-do-i-remove-a-stock-airport-from-the-sim
Note that the core concept of FS Development "Best Practices" are used by both Jim and Jon:
Exclude ...
and...
Replace
I would recommend using SBuilderX to edit Appended ESRI
*.SHP files output by CvxExtractor from ADE's CVX vector BGL.
In the SBuilderX GUI during such edits, I would configure the workspace as follows:
SBuilderX Menu > View > LOD Grid > LOD-9 ("clip" boundary of QMID-11 TMF Grid Quads for most CVX vectors)
NOTE:
SBuilderX Menu > View > LOD Grid > LOD-13 ("clip" boundary of QMID-15 TMF Grid Quads for Freeway Traffic CVX vectors)
At the same time, this should also be displayed in the workspace:
SBuilderX Menu > View > QMID Grid > QMID-23 ("Snap-To" and "Optimal Render Textured Surface" boundary of CVX vectors)
Select poly-lines of Polygons so Vertices display
Green > Right-click > Properties to verify each CVX vector ID type.
Then drag vertices and boundary lines of Polygons into precise alignment with Green lines of the QMID-23 Grid
Diagonally drag vertices / Polygon boundary lines;
bisect diagonally Green lines of QMID-23 Grid Quads to vary line 'Headings'.
Select poly-lines of Polygons then Right-click > Properties to verify each CVX vector ID type.
Then drag vertices and boundary lines of Polygons into precise alignment with Green lines of the QMID-23 Grid
See the excellent work of "Simulondo" (aka 'Jose') in his post showing the technique for optimal rendering of CVX vectors:
https://www.fsdeveloper.com/forum/threads/flattens.425495/post-632954
When ready to compile CVX vectors to BGL, use this method to optimally process CVX vector vertices before sent to SHP2VEC:
Select poly-lines of Polygons so Vertices display
Green > Edit > Snap To QMID
This will verify CVX vector vertices (
in the selected polygon only !) ...are aligned to the LOD-21 / QMID-23 grid.
Repeat this for
all CVX vector Polygons in the project, before compiling the CVX vector BGL(s).
GaryGB